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OTOH Project Cars and Deathloop had horrible controller supprt. Both had a bunch of sliders and none of them helped. Same issue on PlayStation and PC. I only mention them because I remember how much time I wasted trying to make those games playable.
Right tool for the right job.
These games are more aimed for people with wheels but ive raced many people using keyboards, YES a dam keyboard who are very fast lol.
AMS2's controller filtering has the following main issues:
I play a lot of Raceroom and let me tell you right away that Raceroom's controller filtering is actually worse than AMS2, by quite a margin too.
I think Raceroom just has physics that works okay with controller, the cars are a bit more on-rails and have a bit more inertia too. AMS2 on the other hand is a bit more slidey and the cars feel lighter so it's easier to make mistakes or overcorrect a mistake.
Raceroom has far too many options for nothing, the analog sectors are such a silly pointless idea that makes your steering extremely unpredictable in different situations, the countersteer assist reacts too late to oversteer, the speed based steering limit has a pretty bad curve that never works well at all speeds, and that's about it.
AMS2 on the other hand has a pretty nice countersteer assist in the form of the opposite lock assist and the speed based limit works a bit better at different speeds too. No extra dumb options that make no sense.
Right now the best controller sims are Le Mans Ultimate (after editing some files), rF2 with a properly configured modern filter, Rennsport with the countersteering assist levels, and ACC with the steering assist option.
All these games do a pretty good job at filtering your input, when you hit a bump or when you start to slide the steering will back off in accordance (and so does AMS2 but not as well) but their steering limit is still speed based and cut off a percentage of your steering so it won't work well with all cars without adjustment.
ACC is the only one that takes it a step above by being fully slip-angle based so it makes sure that you don't go beyond the front wheels' peak cornering ability, only thing left to setup is the controller damping and some speed sensitivity to not have the car feel too "pokey" at the first moment of input.
It's nice to see that more sims are starting to add good controller aids, and AC1 has a pretty good controller FX mod that makes it a joy to drive.
But, what works for you works for you I guess. It's the same thing with steering wheels, some people prefer strong FFB with tons of effects, some other prefer light FFB without any extra vibrations.
There are many ways to setup and use a controller for driving games and sometimes it just so happens that a game has the options you need. Although, I believe games can still do better and the solution is most of the times quite simple.
If not, it's quite simple aswell,....improve it to expand your playerbase.
While I called it adaptive deadzone, reactive deadzone seems more fitting since it seems to kick in after your initial input. But there's more, this game also has what I call a minimum steering threshold meaning any input below a certain amount will be filtered out.
Here's how to test it for yourself, you'll need Steam Input for this so make sure it is enabled in the game's properties on Steam. You can use another third party input processor too, like Ds4Windows, but the settings and values will be different.
On Steam Input, left joystick behavior:
- Horizontal scale - Keep in mind for later
- Vertical scale - 0 (for no Y axis interference)
- Stick Response Curve - Linear
- Deadzone Source - No deadzone
Keep this window visible (separate monitor or Steam overlay). Even if you have some stick drift, it won't matter because we'll be sending max input to test this.In game:
With all these things setup go to test day or time trial, pick any car but pick a track with a long enough straight (like Daytona oval). Before driving, change the car's setup and set the steering lock as high as possible (28.0 degrees seems to be the max for most) so it's easier to feel this.
Once you're on the track, make your way to the long straight and pause the game. Go back to Steam Input and change the Horizontal Scale to 24. Quickly start tapping the steering stick, from 0 to full input left or right, and see how the car keeps turning bit by bit. However, if you simply hold max input you'll see the car just goes straight. This is the "reactive" deadzone. It lets a bit of input through but only for a split second.
Pause the game again and set the Horizontal Scale to 25 and see how now you can hold the steering and the car keeps turning, unlike at 24 where it only turned when you repeatedly tapped. This is the minimum steering threshold. Anything below this will be filtered out by the reactive deadzone.
This creates problems when setting up the anti-deadzone because the car will react to smaller inputs but only for a small amount of time, but setting up the anti-deadzone so it goes right into this minimum steering threshold will make the steering too aggressive at high speeds. While it might not look like much at low speeds, it's way more noticeable at high speeds since the car is more sensitive.
Even if you set the steering lock back to normal and adjust your input curve so it's more progressive (steering sensitivity in game below 50) this minimum steering threshold will always be there. It's possible PCARS 1 and 2 also have this issue, and I can think of also the last two The Crew games that also do this but those at least don't have the "reactive" part.
In the grand scheme of things this is pretty minor, but it doesn't help especially when cars in AMS2 constantly need some input to go straight. It's just one more thing that makes the filter that extra bit less good on top of the other issues.
The important part is over, this part is more personal and mostly addressing shadow82's comments towards my intelligence.
I've been playing racing games with a controller for at least 12 years now and after 4 or 5 years into it I really started to get into setting up input curves, deadzone and anti-deadzone, understanding how games filter steering and learning how to smoothly steer to make full use of the analog range of the sticks.
I've also been close to people who are experienced on these things and learned a lot from them, these people also dabble into game development and have taught me a lot about what goes on with input filtering and understanding player intent.
I have seen a well known AC GamepadFX script being developed from scratch and even helped test and shape some of the features it has.
I know about input filtering, I simply choose to not use it most of the times because many games do it terribly. When a game has a good filter I use it, like LMU, ACC, Rennsport or that GamepadFX script in AC.
Close to 600 hours on both rF2 and Raceroom, over 100 in AMS2, AC, ACC and Rennsport (counting EGS hours), almost 100 in LMU, and many more hours in other games outside of Steam and non-sim racing titles.
I don't understand how that isn't enough to understand something as simple as controls, more often than not the reason why you need more time to set things up is because the game just has a bad filter. You can spend countless hours tuning the controls for a car and track combo only for it to not work for another one. At that point I just run it unfiltered if there's no better alternative.
Calling AC's GamepadFX assists "filtering powerhouses" makes it sound like they either make driving on the limit as easy as a push of a button, or like they were assists that needed years of development by the best and most experienced racing game programmers.
As I've said, I saw one being developed from scratch and while it took a lot of hours to perfect it's just one guy with not a lot of background in racing games, he's just a versatile programmer with passion for coding. You'd expect a game development studio to have more and more experienced developers.
Plus, the developer of that assist admits that it is over-engineered. There are much simpler ways to filter steering well enough and they'd already be way better than what most racing games (sim and arcade) offer, some solutions are simple math equations and less than 10 lines of code.
I also don't understand your comment on assists (I'm guessing you're talking about driving assists like TC, ABS, SC, and so on) and how that affects how I perceive controller filtering. They won't help me if the steering filter just let's me reach full lock in all turns or if the self-steering forces aren't there.
"But I guess you and your friends should start sending CV to studios if you deem yourself better than their devs, or ?"
We are gamers & customers and no devs or publishers. We see other racing games it works, some very good, some just good and like AMS2 not so good. If the devs know, there is a problem, they might solve it, but if people say no, there is no problem, why should they solve it if their main audience are wheel users?! Makes sense in your little brain?!
hello mate.
i don't have anymore my G27 since a lot of time and i don't have the choice to play with my dualsense, but playing with the sticks is awful.
I use DS4 windows with the gyroscope activated, adaptative triggers on, it's working like a charm and there more precision than with the sticks.
regards.
PS: i can send you the full mapping for a controller with gyroscope ans some tips :)
Absolutely DO NOT DO THAT.
If you want to get into using a wheel. Do your research. Make sure you have space. You may need a new chair. You may need a stand to mount everything on. How are you going to use it with your current screen. It's a whole thing. Whatever you do, know what you are getting into.
As for AMS2 pad support?... yeah it suck, at least compare to AC.